Timeline of the New World

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Timeline of the New World

Post  Berserker on Tue Dec 30, 2014 4:50 am

Years counted using the Elthern calendar

   Ships heading south across the Illyan sea start going missing; some ships who do make it back tell of other ships who made it south but never returned north. Sailors grow increasingly uneager to cross the sea, and trade between Elne and Kayre stagnates due to the increasing risks.

   One last ship, filled with brave sailors, heads south. They never return, and no other ships follow them. The Illyan Sea is deemed impassable.

   The Elnean Pact is made; the fifteen greatest warriors of various nations and races of Elne meet in Locria, the strongest of the kingdoms of the North. They decide to fight only when battle is truly called for, and gain prosperity through peace otherwise. They all give away their weapons, as tokens of peace, and return to their homelands.

   Locria’s heads of state endeavour to make their homeland the trade capital of Elne, purchasing several horses and carts which they send out on the open roads, accompanied by forces of soldiers to protect them from highwaymen and wilder folk. In only few years, these small caravans grow larger, and the first trade posts form, which in turn grow into towns; eventually, the ties between Locria and other nations grow strong and co-dependant.

   Yldeon, one of Locria's closest partners, comes under attack from wilder folk; although both Locria and Yldeon sends armies to combat the threat, Yldeon's capital falls, and is sacked completely. The wilders make off with countless slaves and items of value from Yldeon's capital, and Locria offers refuge to Yldeon survivors.

   Locria's armies, headed by Yldeon's survivors, venture forth, bringing their might upon the wilder folk who attacked Yldeon ten years before. The wilders, however, flee away from retribution. While Yldeon is reclaimed by the combined forces, many Yldeans struggle with a thirst for revenge, and for three years, they relentlessly hunt down wilders until they, unable to find the wilders, accept that they must have fled through the mountains and down on the other side.

   Locria continues to develop relations with neighbouring countries, although not all relations last, and some countries are razed by more savage races. Locria, however, offers refuge and aid to all who seek it, and over two hundred years, Locria's capital city grows tremendously, creating even more work for builders.

   A ship with exiled craftsmen and engineers, responsible for the collapse of a castle in Falcrest, leave south, daring the voyage across the sea and preferring that danger to staying in a land where they are hated. The ship is not heard from in 571 years.

   Locrian explorers venture northwest from the capital, to uncharted territories. Although the regions are wild and mountainous, it has a rugged charm to it; however, chance would have that the explorers find a finely carved tunnel entrance, carefully covered with mundane camouflage, leading underground. Deep within the mountains, the explorers encounter an entire civilisation of short, gruff humanoids; while the explorers receive a cold welcome initially, the underground people soon accept the explorers for their courage, and when, after two months spent underground, the explorers have to return home to Locria, an ambassador joins them.

   Locria and their new allies, simply called dwarfs for their short stature, begin working together; the combination of Locria's trade ties and the dwarfs' excellent craftsmanship forms a strong bond between the two nations.

   Many dwarfs come up from underground, their initial worry for falling into the sky being replaced by a sense for adventure that suits their sturdy constitution well. Humans and dwarfs begin creating new and intricate constructions together, working wood and metal together in increasingly skillful designs.

   A cold spreads from the north, bringing frigid winds and blizzards with it. Locria suffers from worse cold during these years than ever before or after, and civilisation for both dwarfs and humans suffers a major setback.

   The self-proclaimed Royal Artist Adran of Falcrest paints a self-portrait in his late years; it is considered the most life-like portrait ever created, but no trace of Adran is found near his mansion. Cultured social circles all over Falcrest mourn the loss of a fantastic painter.

   In response to the increasing needs for transport between the two cities, a horse-drawn railway is constructed between the dwarf capital and Locria's capital; its construction is simple and dodgy, but the concept, despite a constant need for maintenance, is considered a success by its constructors. Naturally, it faces widespread criticism, as it also has several accidents leading to deaths among its passengers.

   Human inventors create a steam-powered machine; the dwarfs take to this new concept like moths to a flame, and immediately launch a project centered on making good use of this new source of power.

   Wilder folk return to Yldeon's outer regions, changed beyond recognition. Twisted and warped, the wilder folk appear like horrible beasts, and Yldeon once again is losing ground to the wilders. As Yldeon is beset by desperation, Locria send pleas of aid to the dwarfs. The dwarfs answer; while they have enough troubles of their own, they will honour their alliance with Locria. The dwarfs, familiar with using blackpowder for explosive effect, go to war; while the dwarfen warriors are by far superior to the wilder folk, the dwarfs' explosives are what truly wreak havoc upon the enemy; aided by what few Yldeon knights remain, the Locrians and dwarfs drive the wilders off once again, culminating in the massive Battle of Valstred, where the wilders are routed.

   The dwarfen nations open up for more commerce towards human lands, and with that, more dwarfs than ever before take up the trader's profession. Emigration almost becomes a problem for the dwarfs, but the dwarfs' strong bonds to home and kind ensure many trading dwarfs set up their homes underground still.

   Yldeon, Falcrest and Locria, the only three remaining human nations of the fifteen who signed the Elnean Pact, renew the pact together with the dwarfen nation Narhel, forming an alliance meant to form a stable, protected area for what remains of the continent. The alliance's main purpose is finding a way to weaken the magic breathing down their necks.

   A massive underground battle takes place, with Narhel and their human allies opposing the wilder folk, this time coming through the dwarfs’ tunnels. Once again the wilder folk are driven back, much thanks to human wizards and extensive fire magic. The battle leads to a revitalisation of the Falcrest wizard’s college, although only candidates with tremendous control of the self are accepted, to prevent tragedies relating to magic mutation.

   Dwarfen engineers, having found many uses for smaller steam engines already, bring forth a new development. Instead of relying on horses in their increasingly deep mines, they present the first steam engine intended for pulling mine carts. While the contraption requires a lot of coal, of which the dwarfs have no small supply, more engines are produced, each one a little more refined than the last. Soon smoke and fire become as common in the dwarfs' mines as the mining pick.

   With development on the steam engines gone far enough, the dwarfs finally present the first engine built for long-distance travel. Given as a gift to Locria, it quickly turns out built too small for humans, and dwarfs are required to man the engine. Another engine is quickly built, more fitting for human proportions.

   The magic forces flowing onto Elne increase in power, and the focus points defending Yldeon and Locria’s far reaches are overloaded and break down. Much land and many lives are lost, and efforts to hold back the tide of magic intensify, including a focus point maintenance program demanding heavy logistics and a lot of emphasis on efficiency.

   Dwarfen engineers find a way to craft magic-absorbing crystals, after countless attempts. Through arcane technologies, the crystals are forged using materials that, when combined, exponentially increase their magical potential. The first crystals forged in such manner glow with an intense heat, essentially burning the magic they absorb, and the dwarfs quickly start using them to fuel steam engines. As the crystals continue to absorb magic even as they burn it off, they become incredibly valuable, and large-scale crystal forges are built.

   A steam ship braves the Illyan sea, crewed by some of Falcrest’s greatest navigators. Fueled by the newly developed magic-absorbant crystals, the ship makes it across in one piece. On the ship are several statesmen, intending to see to the state of Kayre, and hoping to understand the crisis they face.

   Hearing the state of the relatively untainted Kayre, thousands of people take ship and leave Elne, heading south to Kayre. There are many who are unwilling to leave their homes, however, and the efforts to repel magic intensify further; so many are put into the effort that development on other fronts stagnates.

   Crystal development has gone far enough to create crystals giving off energy in other ways than just heat. These alternative forms of energy turn out to be extremely powerful, but unreliable at large scales. These small crystals become highly popular sources of light and fuel for other small-scale machines in the coming years, replacing the smaller steam machines. Larger machines are also built as test projects, but steam remains the mainstay power source for these heavier tasks.

Note: Some things mentioned here need fleshing out, but this serves well as a skeleton for further development.

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